Welcome to the working man's world. After many years of fruitless game designs that never paid off, you are officially broke. Your dad is threatening to kick you out of the basement if you don't cough up some rent. Computer work is scarce for those not willing to involve themselves in the spam trade. You sign yourself up as a "temporary associate" of the Nomas employment agency. Weeks go by before your first call, but now you've got a big break. The Acme novelty Company has a warehouse filled to the brim with plastic spiders, play money, toy badges, those heart candies with the little messages, and for some unknown reason, umbrellas. Lots and lots of umbrellas. The firemarshall is gonna freak when he sees how overstacked the warehouse is. You've got to get down there and help clean the mess up. Fortunately this isn't a back breaking job. The warehouse is equiped with a state of the art Multi-Trak 2000™ Warehouse operating system. It's almost like playing a video game. Like many jobs, you have more than one boss running around telling you what to do. The onsite team foreman says your top priority is is to clear the aisles fast. The warehouse manager says you need to take as many crates of like items out at a time so they can be put back in order. Unfortunately you can't tell either one where to go, so you'll have to use some strategy in trying to accomplish both tasks.
CONTROLS and INDICATORS
Tile Options menu
There are 3 primary goals in Ware houser; +Pull as many matching crates out at a time as possible. +Clear the aisles +Maintain respect. If you lose all respect you will be asked to leave. Initially you get more respect by playing with more tile bitmaps. The game starts with 5 differnt bitmaps per theme, but you can select between 3 and 6. You lose respect every time you have to undo a step or use what old hands like to call the "Magic Shuffle". You also lose a little respect each time you only remove two tiles. Removing 3 crates has no effect, but pulling 4 or more crates adds a little respect. Your final score is expressed in terms of a paycheck based on a number of factors. The in-game score is a raw value expressing points based on the number of like crates you pull out at a time. If you clear an entire aisle (column) then that's a bonus that adds to your final score. You can pull crates both horizontally or vertically, but not diagonally. If you point at an intersectoin of matching crates then both axis will be pulled. Gaps will be immediately filled in by any crates from above and empty aisles will be filled in from the the left. You can also use the compactor function to create new horizontal matches. When you've moved all that you can, then go to the game menu to get your paycheck. If you clear the enitire warehouse the boss will even give you some words of encouragement.
when your in the 70-90% range. You may have to use it a few times to get good results. This feature is really a gamble. You'll have to balance the potential gain with the the loss of respect incurred.
for x number of tiles removed at a time. #pulled - #bitmaps - value ~ respect 2 3 1500 -15 2 6 3000 -30 3 3 1800 0 3 6 3600 0 4 3 2100 +15 4 6 4200 +30 5 3 2400 +30 5 6 4800 +60 respect penalty for each action between difficulty settings UNDO 3 -> -800 starting value = 3000 UNDO 6 -> -200 starting value = 6000 Magic Shuffle -> -400 points each (applies universally).
CONFIG FILE:the whconfig.dat file contains a sequence of control values;
Under "Tile Options" there is now a selection to choose differnt tileset themes. Each theme is contained in a subfolder of the main program directory, and must start with "ts_" in order to be listed in the game. The game comes with several theme folders already. To create a theme set you need to draw seven 8-bit windows Bitmaps. Each bitmap must be 45 pixels wide by 36 pixels long. Tile #7 is always the 'empty space'.
A small popup window will display the targeting info.
Warehouser was written in the Euphoria programming language interpreter, using the Win32lib library